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2020-08-04 13:13:01 -04:00

49 lines
1.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#if !defined(EFXH)
#define EFXH
#ifdef _WIN32
#pragma once
#endif
#include "iefx.h"
class IMaterial;
struct dlight_t;
class CVEfx : public IVEfx {
public:
virtual ~CVEfx() {}
virtual int Draw_DecalIndexFromName(char *name);
virtual void DecalShoot(int textureIndex, int entity, const model_t *model,
const Vector &model_origin,
const QAngle &model_angles, const Vector &position,
const Vector *saxis, int flags);
virtual void DecalColorShoot(int textureIndex, int entity,
const model_t *model,
const Vector &model_origin,
const QAngle &model_angles,
const Vector &position, const Vector *saxis,
int flags, const color32 &rgbaColor);
virtual void PlayerDecalShoot(IMaterial *material, void *userdata,
int entity, const model_t *model,
const Vector &model_origin,
const QAngle &model_angles,
const Vector &position, const Vector *saxis,
int flags, const color32 &rgbaColor);
virtual dlight_t *CL_AllocDlight(int key);
virtual dlight_t *CL_AllocElight(int key);
virtual int CL_GetActiveDLights(dlight_t *pList[MAX_DLIGHTS]);
virtual const char *Draw_DecalNameFromIndex(int nIndex);
virtual dlight_t *GetElightByKey(int key);
};
extern CVEfx *g_pEfx;
#endif